5% Of Sale Benefits Gamers & Grognards

Thursday, November 17, 2016

Some time ago +Christopher Helton announced that changes were coming for the Swords & Wizardry Discussion G+ Group. The time for that change has come. I've been silent for my part, but now it's time for an announcement. Christopher is done managing the group. I will be taking over as owner. I hope to bring new life to the community. I have quite a few changes that I will be making, so please bear with me over the next several weeks. I hope to implement most of my changes over Thanksgiving weekend.

Among the changes you will see an updated topics list. Which should look something like this:

General Discussion

Swords & Wizardry Creative Guild

Rules Questions

Complete

Core

White Box

Light

Variant Rules/Hacks

Blog Posts

Commercial Advertisements

House Rules & Home Brews

Seeking Games

What's that second topic? Your eyes don't deceive you. When I first decided to take over the community, this past summer, I talked with +Matt Finch and we are going to bring back the Swords & Wizardry Creative Guild with the new and improved G+ Community as it's chosen forum! By doing this I hope to spark the same sort of third party creativity that we constantly see out of the DCC Community! I hope that we can promote both "official" product from Frog God Games, and a plethora of Third Party Swords & Wizardry product!

With the new management, may come a new "staff." As Chris leaves he is going to remove all moderators except for Matt. Chris will stay on to help for a few weeks or so, but I will be carefully selecting my own moderators as time goes by. Nor will I allow my moderators to break any of the group rules or use the community as a platform to promote their own work to the exclusion of others. The groups rules will apply equally to all. Those rules will be posted in the near future. For the most part the rules amount to "don't be an asshole" and keep the topics on Swords & Wizardry. I look forward to making this a real Community.

I spoke with Bill Webb just before we had him out to U-Con last week and told him I would help spread the word about the Humble Bundle. Rather than do the talking, here is the exact message that many of us have received from the frogs this week:

Frog God Games, is the publisher that personifies quiet reflection. We exemplify temperance. We lionize others who lead a humble life. Frog God profoundly values humility in other people. Well, quite frankly, all you other people need to level up your humble game. Humility, you need to buy it by the bundle… well, lucky you…

Three of the least self-aggrandizing role-playing game publishers are Frog God Games, Kobold Press and Green Ronin Publishing. They all are working together with Humble Bundle by raising funds to help Veteran’s through The Navy and Marine Corps Relief Society(NMCRS). All joking aside the NMCRS are real heroes helping other heroes and it is an honor to help them in anyway we can.

So it is simple. Many Veteran’s have needs. Frog God, Kobold, and Green Ronin have games. Humble Bumble has a proven method. The last piece of this puzzle is you....

Because you have the money. We are of Gaming PDFs in bundles that start at only $1. Thus to make it all happen we are humbly offering over $400 the following options PDF bundles, starting at Just one dollar.

The Games

This campaign is of course, a “pay what you want” deal like similar past campaigns. The base pledge level for rewards will be $1, the mid-level will be $8, and the ultimate level will be $15.
Rewards associated with each level will include:

$1— Bill Webb’s Book of Dirty Tricks, The Black Monastery, Quests of Doom, Cults of the Sundered Kingdoms, Unusual Suspects, Streets of Zobeck, Zobeck Gazetteer, and The Advanced Bestiary, a retail value of $128.43

$15—All the electronic books listed above plus the Mother of All Treasure Tables, Splinters of Faith 1-10, Deep Magic, Halls of the Mountain King, Wrath of the River King, Freeport, City of Adventure. Total retail value of $417.

The Players

The Navy and Marine Corps Relief Society is a charity dedicated to helping US Servicemen and their families with a variety of needs. They provide, in partnership with the Navy and Marine Corps, financial, educational, and other need-based assistance to active-duty and retired Sailors and Marines, their eligible family members, and survivors.

Frog God Games is an award winning roleplaying game company that has been in business since 2010, and evolved out of the former Necromancer Games that operated from 1999-2009. One of the largest roleplaying game companies in the industry, Frog God has produced numerous well know titles including Tome of Horrors, Rappan Athuk, The Lost City of Barakus, Razor Coast, and the Northlands Saga.

They are well known for their difficult adventures, old style, gritty play, and their own campaign world, The Lost Lands. Its best known writers include Bill Webb, Greg Vaughan, Matt Finch, Steve Winter, Ed Greenwood, Jim Ward and others.

Kobold Press is the award-winning company behind the Midgard Campaign Setting and Southlands Campaign Settings for the Pathfinder Roleplaying Game, as well as the source of design guides like the Kobold Guide to Worldbuilding and the Kobold Guide to Board Game Design. Its crowdsourced design philosophy has produced some powerful adventures and supplements, and its dark magic and occult knowledge have kept it a step ahead of a horde of competitors. Snake people may be involved. We can't really say. Its stable of regulars includes Pathfinder and RPG luminaries such as Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Ed Greenwood, Jason Bulmahn, Brandon Hodge, Adam Daigle, and others.

Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000 Green Ronin has established a reputation for quality and innovation that is second to none, publishing such roleplaying game hits as Fantasy AGE, Dragon Age, A Song of Ice and Fire Roleplaying, and Mutants & Masterminds, and winning over 40 awards for excellence. For an unprecedented three years running Green Ronin won the prestigious GenCon & EnWorld Award for Best Publisher.

The Winner

The Navy & Marine Corps Relief Society is a charity dedicated to helping US Servicemen with a variety of needs. Their Mission is to provide, in partnership with the Navy and Marine Corps, financial, educational, and other need-based assistance to active-duty and retired Sailors and Marines, their eligible family members, and survivors. As a non-profit, volunteer service organization, we use both financial and non-financial resources to identify solutions to meet emerging needs. We help clients improve personal financial skills and encourage individual financial responsibility.

Not a Pathfinder player? Still like discounts? Then come to the Frog God Games website and enjoy 25% of everything* we sell in celebration of our modesty and humility! Pick your stuff and use the coupon code Modest2016 at checkout!

Thursday, October 27, 2016

I've kept quiet on the blog regarding the S&W Kickstarter (though I have been posting and sharing on G+ and Facebook.) Well, after a conversation with +Bill Webb last week, I've decided to share something with those who may have missed what has turned into an insane value that Frog God Games is offering with this Kickstarter. I know there are folks that don't like the new cover, and they may have their reasons. Even to those in that camp I want you to take a look at what I'm about to share with you, because it could save you more money than backing at $1.00 and adding on later. With only 10 days left, this should be a serious consideration. What we're doing here is taking a look at where the Complete Gamer Package currently stands. What is the Complete Gamer Package?

That's a decent amount of stuff there. The extras above the book that are explicitly stated come to a value of $112.00. With the rulebook that brings us to $147.00. Doesn't quite hit the $225.00 price point for this backer level? Well, the key here is that last tidbit. +All unlocked physical and digital stretch goals!

600 Backers - we reprint all 7 of the Hex Crawls for Kickstarter and make each available as a $10 softcover +PDF or a PDF only for $4!

700 Backers - we reprint all 10 Splinters of Faith for Kickstarter and make each available as a $9 softcover +PDF or a PDF for only 4$!

800 Backers - we reprint all 5 One Night Stands for Kickstarter and make each available as a $10 softcover +PDF or a PDF for only $4!.

This skyrockets the value of this backer level. That's 22 free softcover modules from the "Number of Backers" adds alone ($210.00 total in modules alone, if you're counting.) So or total here in additional physical product is $258.00 of physical product. That alone is worth the $225.00 price point, but added with the $147 value of the items from the first lot, we sit at $405.00 in physical product. Yes. $405.00 for $225.00. It's worth the price if you are missing only half of these from your collection. What's more, if you were planning on adding most these to a $1.00 pledge, you're already making out by taking this package, even if you don't like the new cover. So, if you've wanted a lot of these add ons. This package is the way to go. Additionally, moving up to this package, whether your' back at $1.00 just to get add ons or $35.00 to get the core book plus add ons, backing at this level now, will get everyone even more add ons (assuming it causes us to hit more goals.) So what are you waiting for? Let's bump up our backer levels and get the best possible value out of this!

Wednesday, October 19, 2016

Witch Hunters are servants of the
powers of Law who strive ever to push back the tide of Chaos. All
Witch Hunters must take vows to fight against the hordes of Chaos and
the magicians and cultists who would aid the Lords of Chaos. Witch
Hunters are similar to Paladins in their pursuit and destruction of
Chaos. However, where Paladins follow a code of honor Witch Hunters
may track and destroy their prey using means which the Paladin might
find abhorring, including, but not limited to) torture and dirty
fighting.

Prime
Attribute: Strength
and
Wisdom
13+ (+5% experience bonus)

Hit
Dice:
1d8 (Gains 2hp/level after 9th)

Armor/Shield
Permitted: Any

Weapons
Permitted: Any

Races: Human

About
Witch Hunters

Alignment:
Witch Hunters must be of Lawful
alignment or they will revert to the abilities of a normal fighter.

Magic
Items: Witch Hunters may own a
suit of magic armor, a magic shield, and up to 3 magical weapons.
They may never own more than 3 additional magic items. Witch Hunters
may use any magic items that can normally be used by Fighters. At the
Referee's discretion they may also use certain items used by Clerics
of their own faith.

Alliance:
Witch Hunters will not work
with characters of Chaotic alignment.

Witch
Hunter Class Abilities

Interrogate:
Witch Hunters are trained in
the art of interrogation. A Witch Hunter may coerce truthful answers
from a creature. For every turn spent interrogating the captive,
witness, etc. the Witch Hunter must make a d20 roll against her
Charisma. If the roll meets or falls below the Witch Hunter's
Charisma score she may have persuaded the target into talking. The
target must then make a saving throw. If the save is failed the Witch
Hunter gains some or all of the desired information. For every turn
beyond the first that the target is successfully interrogated the
target receives a penalty of 1 to its saving throw. This is becomes a
penalty of 2 per turn if torture is employed. If the Witch Hunter
employs some form of physical torture there is a 5% cumulative chance
per turn that the target will die. If a target dies in this way, the
referee may rule the that Witch Hunter must repent and atone for her
actions. If this happens more than once, the Witch Hunter's alignment
may slip into Neutrality or even Chaos.

Banishing
Undead, Demons and Devils: A
Witch Hunter armed with a Lawful Holy Symbol may “turn” undead,
demons and devils as a Cleric two levels lower than her current
experience level.

Detect
Magic: Witch Hunters are
trained to feel the presence of the arcane. Once per day per level a
Witch hunter has attained, she can Detect Magic as the spell of he
same name, except that the ability lasts only five minutes.

Protection
From Evil: Once per day a Witch
Hunter may use Protection From Evil, as per the Cleric spell.

Detect
Evil:(3rd) A Witch Hunter can
sniff out the Mark of Chaos wherever it is found. Beginning at third
level a Witch Hunter may Detect Evil as the Cleric spell of he same
name three times per day. The Witch Hunter's ability lasts only five
minutes.

Protection
From Evil, 10-Foot Radius (5th): Beginning
at 5th
level a Witch Hunter may use Protection From Evil, 10-Foot Radius as
per the Cleric spell once per day.

Dispel
Evil (8th): A Witch Hunter can
Dispel Evil as per the Cleric spell twice per day beginning at 8th
level.

Thursday, October 13, 2016

I am long overdue for a real post not related to the U-Con promotions for this year's convention. Due to my recent move, and busy season at work, I'm also a week behind for this year's Octhorrorfest posts! Therefore one week this month I owe at least two! This year's Octhorrorfest it themed. This year, it's all about witches. Pretty sure that +Timothy Brannan could actually hear me type that. That's right, this year, it's the Season of the Witch. To start us off, I give you a fully realized class for Lamentations of the Flame Princess, complete with new spells.

WITCH

Most
of the world is blissfully ignorant of the existence of the things
that lurk on the boundaries of man's reality. Magic-users see and
interact with this reality, learning it's arcane rituals and
utilizing musty grimoires in the pursuit and practice of the Art.
They see magic as both Science and Art to be pursued, understood and
mastered.

There
are others in the world, misunderstood in their ways by both common
folk and magicians alike. To the witch magic is a craft, honored and
humble in nature. Something to be felt and woven into the very
fabric of life. Witches might learn rituals from books or may be
taught via family heritage, still others learn their craft from
strange otherworldly familiars that come in the night. However a
Witch has learned her craft, she casts very differently than the
Magic-user.

Where
Magic-users might be able to gain every spell in existence through
study and adding the spell's secrets to his spell book, the Witch is
limited by level to the amount of spells that she might know. That
said, the Witch need not prepare her spells, as she has learned them
and woven them into the very fabric of her existence. Therefore the
Witch can cast her spells spontaneously, but is limited to the amount
of spells she can cast in a single day.

Many
Witches are from rural communities and thus have a certain connection
to the natural world. The rural environment that most Witches are
brought up in also places them far from most Leeches and Doctors,
thus many gain access to healing magic by necessity.

Witch Spells Known

Level

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

2

2

3

3

3

1

4

3

2

5

4

2

6

4

2

1

7

5

3

2

8

5

3

2

1

9

6

4

3

2

10

6

4

3

2

1

11

6

5

4

3

2

12

6

5

4

3

2

1

13

6

5

4

4

2

2

14

6

5

4

4

3

2

1

15

6

5

4

4

3

2

2

16

6

5

4

4

3

3

2

1

17

6

5

4

4

4

3

2

2

18

6

5

4

4

4

3

3

2

1

19

6

5

4

4

4

3

3

3

2

20

6

5

4

4

4

3

3

3

2

Witch
Spells Per Day

Level

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

1

2

2

3

2

1

4

3

1

5

3

2

6

3

2

1

7

4

3

2

8

4

3

2

1

9

4

3

3

2

10

4

4

3

2

1

11

5

4

3

3

2

12

5

4

4

3

2

1

13

5

4

4

3

3

2

14

5

5

4

4

3

2

1

15

6

5

4

4

3

3

2

16

6

5

5

4

4

3

2

1

17

6

5

5

4

4

3

3

2

18

6

6

5

5

4

4

3

2

1

19

7

6

5

5

4

4

3

3

2

20

7

6

5

5

5

4

4

3

2

Saving
Throws

Level

Experience Points

Hit Points

Paralyze

Poison

Breath Weapon

Magical Device

Magic

1

0

1d6

13

13

16

13

14

2

2,500

+1d4

13

13

16

13

14

3

5,000

+1d4

13

13

16

13

14

4

10,000

+1d4

13

13

16

13

14

5

20,000

+1d4

13

13

16

13

14

6

40,000

+1d4

11

11

14

11

12

7

80,000

+1d4

11

11

14

11

12

8

160,000

+1d4

11

11

14

11

12

9

320,000

+1d4

11

11

14

11

12

10

480,000

+1*

11

11

14

11

12

11

640,000

+1*

9

9

12

9

8

12

800,000

+1*

9

9

12

9

8

13

960,000

+1*

9

9

12

9

8

14

1,120,000

+1*

9

9

12

9

8

15

1,280,000

+1*

9

9

12

9

8

16

1,340,000

+1*

6

7

8

5

6

17

1,600,000

+1*

6

7

8

5

6

18

1,760,000

+1*

6

7

8

5

6

19

1,920,000

+1*

5

6

7

4

4

20

+1,600,000/

lvl

+1*/lvl

5

6

7

4

4

Beginning
Spells

A
Witch begins play knowing two first level spells plus one spell per
bonus point of Wisdom she has. This means that if a Witch has a
Wisdom granting a +2 bonus she will begin play knowing 2 spells in
addition to those listed on the Witch Spells Known table.
For purposes of spells known by the witch, reversible spells count
as separate spells.

Preparing
Spells Each Day

To
gain her spells per day a Witch must rest for 6 continuous hours.
She must then meditate for one hour per spell level of the highest
level of spell that she knows (or desires access too.) This
effectively puts her subconscious in contact with the realms and
beings from whence her spells originate, whether the Witch is aware
of this fact or not. She need not “prepare” these spells through
memorization in the same sense as a magic-user or cleric, as her
magic is a part of here very being. Instead, following her
meditation, she will have access to all a spells she knows with the
ability to cast them spontaneously, on a whim. She is limited only
by the number of spells that she can cast per day, per level. A
Witch's spells per day remain intact until cast, whether that time is
a day, a week, a month or a year. However, spells not previously
cast will not stack with new spells if the witch meditates prior to
exhausting all of her spells per day.

Researching
A Spell

A
Witch's player can invent new spells for the character to research,
outside of the scope of this work or the Rules & Magic book.
The player must first write the spell in the format of the other
spells in the LotFP Weird Fantasy Role Playing game. The
Referee mus approve the spell, and should advise the spell for the
player in advance of any research (sometimes this will merely involve
altering the spell level.) If successful, the character now has a
spell that no other character has in the game! As a note, the
Referee should ensure that the spell being researched is in the
spirit and flavor of the class researching it. For example, it will
be noted that the Witch lacks flashy spell and those that deal direct
damage, and thus, these should be avoided.

The
process costs 50 sp per day in for incenses, herbs and ointments
required for the Witch to attain an optimal trance state in which to
contact a being to help her attain the spell. In additional a ritual
must be performed using consecrated ritual tools as per the spell
Consecrate Ritual Tool.

Creating
A Potion

Spells
which affect a person can, for all intents and purposes, be made into
liquid form so that the imbiber gains the benefit of the spell. The
maker of the potion must be able to cast the spell being turned into
a potion.

The
process to make a potion costs 50 sp per day.

Casting
Spells

Spells
are cast by a combination of mental effort, gesticulation, and
incantations. In order to cast a spell, a Witch must have both hands
free (or be carrying a staff or wand) and be able to recite the
incantation freely. A character that is bound, gagged, Silenced, or
otherwise unable to gesture or speak cannot cast spells. Casting a
spell cannot be done secretly, stealthily, or disguised as another
activity; the actions necessary to casting a spell will be obvious to
all.

Witches
cannot cast spells if they are more than Lightly encumbered.

Witch
Spells

First
Level

Bless

Charm
Person

Comprehend
Languages

Command

Consecrate
Ritual Tool

Cure
Light Wounds

Detect
Evil

Detect
Magic

Feather
Fall

Identify

Lesser
Banishing Ritual of the Pentagram, The

Magic
Aura

Mending

Message

Protection
From Evil

Purify
Food & Drink

Remove
Fear

Sleep

Summon

Unseen
Servant

Second
Level

Audible
Glamour

Augury

Blindness/Deafness

Body
of Light Ritual, The

Call
to the Elder Sign, The

Calming
Word

Change
Self

Delay
Poison

Enthrall

ESP

Forget

Heroism

Locate
Object

Middle
Pillar Ritual, The

Pain

Phantasmal
Force

Ray
of Enfeeblement

Resist
Cold

Resist
Fire

Speak
With Animals

Third
Level

Army
of One

Charm
Monster

Clairvoyance

Cure
Disease*

Curse,
Greater

Detect
Illusion

Dispel
Magic (MU Version)

Fly

Haste*

Hold
Person

Howl
of the Moon

Phantasmal
Psychedelia

Polymorph
Self

Protection
From Normal Missiles

Remove
Curse

Speak
With Dead

Speak
With Plants

Suggestion

Fourth
Level

Banishing
Ritual, The

Confusion

Creation,
Minor

Cure
Serious Wounds

Dimension
Door

Divination

Globe
of Invulnerability, Minor

Hallucinatory
Terrain

Neutralize
Poison

Plant
Growth

Polymorph
Others

Protection
From Evil 10' Radius

Protection
From Normal Weapons

Seven
Gates

Shadow
Monsters

Fifth
Level

Chaos

Contact
Outer Sphere

Creation,
Major

Cure
Critical Wounds

Faithful
Hound

Feeblemind

Hold
Monster

Insect
Plague

Nightmare

Secret
Chest

Telekinesis

Teleport

Sixth
Level

Anti-Magic
Shell

Contingency

Death
Spell

Eyebite

Forbiddance

Geas

Legend
Lore

Mind
Switch

Phantasmal
Supergoria

Projected
Image

Shades

Veil

Seventh
Level

Control
Weather

Eternal
Slumber

Eternal
Torment

Instant
Summons

Phase
Door

Power
Word Stun

Remote
Surveillance

Spell
Turning

Suggestion,
Mass

Vision

Eight
Level

Antipathy/Sympathy

Charm
Person, Mass

Demand

Eternal
Thrall

Mind
Blank

Permanency

Polymorph
Any Object

Trap
the Soul

Ninth
Level

Imprisonment

Power
Word Kill

Shape
Change

Temporal
Stasis

Time
Stop

New
Spells

Banishing
Ritual, The

Witch
Level 4

Duration:
3 Turns/level or Permanent, see text

Range:
Touch

This
spell has multiple uses, of which one must be chosen at the time of
the casting. Firstly, the spell can duplicate the following spells:
Cure Disease, Dispel Magic, Remove Curse orRemove Fear,
but the caster must choose which of these spells it will
duplicate. The spell can also be used as Protection From Evil.
Using the Banishing Ritual for this purpose affects one creature
and one additional creature per every 3 caster levels. In addition
The Banishing Ritual can be used to Remove a Greater Curse.
This ritual takes 10 uninterrupted turns to cast and requires
the four consecrated ritual tools.

Blindness/Deafness

Magic-User
Level 2, Witch Level 2

Duration:
Permanent

Range:
120'

The
caster of this spell summons dark forces which cause a single target
to go blind or deaf. The effect must be chosen at the time the spell
is cast. The spell is negate with a successful save versus Paralyze.
Remove Curse effectively cures victims of this spell.

Body
of Light Ritual, The

Magic-User
Level 3, Witch Level 2

Duration:
5 Turns /level max 30 turns

Range:
0

This
is a meditative ritual in which the caster envisions a light moving
throughout their body until the entire body and aura of the caster
are aglow. This instills a certain sense of power and clarity within
the caster and grants the user a +1 bonus to all saving throws, skill
checks and armor class for the duration. The ritual takes 10
uninterrupted turns to complete.

Call
to the Elder Sign

Magic-User
Level 3, Witch Level 2

Duration:
1d4+2 Turns

Range:
120'

Sometimes
those who delve into eldritch lore fall victim to their own
curiosity. The things that dwell beyond the boundaries of what
mankind considers reality (and sanity) are terrifying indeed, and do
not care one iota about something as meaningless as human life. When
doors to such realms are open and eldritch horrors or the minions of
an ancient and vile “god” might seep into reality, a caster must
have a safe haven in place. This spell is used to attempt to turn
and destroy such entities. The Elder Sign (detailed later) has long
been known amongst occultists to hold sway over beings from other
realms, and it's power may be called upon to turn them back. What
entities are effected by this spell is entirely up to the Referee.

When
the spell is cast, the caster's player rolls 2d6. The Referee with
then reference the result on the Call to the Elder Sign table.

If
the roll is less than the listed number, then the horrors are
seemingly unaffected (but see below.)

If
the roll is greater than, or equal to, the listed number, then
horrors totaling no more than 1d6+ the level of the caster in Hit
Dice, will flee to the best of their ability for the duration of the
spell. Surplus Hit Dice are lost (so if the caster is turning four
horrors of two Hit Dice each and the roll is a 7, then only three are
turned.) If there are horrors of multiple Hit Dice values, only one
roll is made and applied to all types. Lower Hit Dice horrors are
always turned before greater Hit Dice horrors.

A
“T” signifies that no roll is necessary; the horrors are
automatically turned

A
“D” signifies that the power of the caster is so great that the
horrors are instantly destroyed (or banished to their realm of
origin, at the Referee's discretion,) rather than turned. Horrors
are allowed a saving throw versus Magic to avoid a “D” result;
if successful, the horror is simply turned.

A
“-” signifies that a caster of that level cannot turn a horror
of that many Hit Dice.

An
asterisk denotes that twice the usual number of horrors are turned.

If
the turning was successful and there are still unturned horrors
remaining, the caster can roll to turn additional horrors every Round
until she fails a turning roll or the spell ends.

Regardless
of the result, as long as the caster is concentrating (neither
movement nor fighting nor other spellcasting allowed) and holding a
properly crafted Elder Sign before her, horrors cannot approach
within ten feet of her, and if already within that distance, will
back away.

Attacking
or approaching a turned horror will negate the effects of the spell
and allow the creature to act freely.

Caster
Horror's Hit Dice

Level

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

1

7

9

11

12

-

-

-

-

-

-

-

-

-

-

-

2

5

7

9

11

12

-

-

-

-

-

-

-

-

-

-

3

3

5

7

9

11

12

-

-

-

-

-

-

-

-

-

4

T

3

5

7

9

11

12

-

-

-

-

-

-

-

-

5

T

T

3

5

7

9

11

12

-

-

-

-

-

-

-

6

T

T

T

3

5

7

9

11

12

-

-

-

-

-

-

7

T*

T

T

T

3

5

7

9

11

12

-

-

-

-

-

8

T*

T*

T

T

T

3

5

7

9

11

12

-

-

-

-

9

T*

T*

T*

T

T

T

3

5

7

9

11

12

-

-

-

10

D

T*

T*

T*

T

T

T

3

5

7

9

11

12

-

-

11

D

D

T*

T*

T*

T

T

T

3

5

7

9

11

12

-

12

D

D

D

T*

T*

T*

T

T

3

5

7

9

11

12

-

13

D*

D

D

D

T*

T*

T*

T

T

3

5

7

9

11

12

14

D*

D*

D

D

D

T*

T*

T*

T

T

3

5

7

9

11

15

D*

D*

D*

D

D

D

T*

T*

T

T

T

3

5

7

9

Calming
Word

Cleric
Level 2, Witch Level 2

Duration:
1d5 Rounds/level

Range:
120'

The
caster causes creatures to abandon their current mood or state of
mind and enter into a state of calm. Creatures that were in battle
cease to fight, creatures reveling cease as well. Creatures so
affected cannot take any violent or destructive action for the
duration of the spell. Calmed creatures can defend themselves and
taking aggressive actions against such creature immediately breaks
the spell.

Consecrate
Ritual Tool

Magic-user
Level 1, Witch Level 1

Duration:
Permanent

Range:
Item

By
means of this ritual the caster creates on of the four occult working
tools. These tools are the Arthame or Ritual Dagger
(corresponding to the element of Air,) the Wand of Arte
(corresponding to the element of Fire,) the Chalice
(corresponding to the element of Water) and the Pentacle
(corresponding to the element of Earth.) The Arthame is used for
directing magical power and for controlling and threatening summoned
entities. The Wand of Arte is used for similar purpose. The Chalice
is used for partaking in certain ritual sacraments, as well as
“blessing” certain items during the creation of magical items.
The Pentacle (a disk with the image of a five pointed star or other
sigil, depending upon the occult traditions of the caster) is used
similarly for binding spirits and empowering magical items created
upon it. The ritual to create each of these tools lasts for one hour
and can only be performed if an Astrology check (rules forthcoming) is successfully made.

Each
time this ritual is used it is used to create a new tool for the
caster. All four of these tools are needed for the use of Ritual
Magic and Sympathetic Magic (both detailed later in this work.) In
addition if the Ritual Magic rule is used, the Referee is strongly
suggested to make such an operation mandatory in the creation of
magical items that are not of a holy nature. Thus, a Magic-user's
ability to create a magical wand or staff would be dependent upon a
magical ritual as a means to the end during the process of “Magical
Activities” detailed in Rules and Magic. Only one of each
tool can be owned by any given caster at any given time and a new one
can only be created if the original is lost or destroyed. The ritual
tools may never be used for any purpose other than that of ritual
magic or they shall lose their power and have to be destroyed.
Likewise, if they are used in any way by another they will need to be
reconsecrated at best and destroyed at worst.

Curse,
Greater

Witch
Level 3

Duration:
Instantaneous

Range:
Touch

This
spell functions exactly like the spell Bestow Curse, except
that mechanical penalties are limited to -6 to saving throws or -8 to
hit and individual ability scores may be reduced by 75%. Creative
symptoms can be equally devastating. Unlike Bestow Curse, Greater
Curse has no reverse variation and can only be removed by The
Banishing Ritual or Dispel Evil. The victim of a Greater
Curse can avoid being affected with a successful saving throw
versus Magic.

Eternal
Slumber

Witch
Level 7

Duration:
Permanent

Range:
120'

One
creature of the caster's choosing falls into a deep sleep. This
comalike state causes the creatures bodily functions to slow to the
point that the creature will remain alive and asleep indefinitely
without food or water. So long as no harm is brought to the body, it
will survive. At the time of casting the Witch designates one single
condition that will wake the sleeper. This can be anything from a
particular astronomical alignment, to the waking of some Eldritch
Horror to true love's first kiss. In addition this spell may be
removed by a group of casters with levels totaling three times that
of the original caster's at the time the spell was cast, performing a
ritual to collectively cast Remove
Curse or Dispel Magic. A successful save versus Paralyze
negates the effects of this spell. This spell only effects living
creatures which normally require sleep.

Eternal
Thrall

Witch
Level 8

Duration:
Permanent

Range:
120'

This
spell functions as Charm Person or Charm Monster in
every way save that it is permanent unless saved against on the
initial save. This spell may be removed by a group of casters with
levels totaling three times that of the original caster's at the time
the spell was cast, performing a ritual to collectively cast Remove Curse or Dispel Magic.
A successful save versus Magic negates this spell, but subsequent
saves are not permitted if the target is abused or exposed to
murderous violence.

Eternal
Torment

Witch
Level 7

Duration:
Permanent

Range:
120'

The
target of this spell experiences a constant barrage of waking
dreamlike and nightmarish hallucinations that may change at the drop
of a hat. This causes the victim to suffer as if under the effects
of the Confusion spell, save that the effects last for the
duration of the creature's life. A Heal spell is the only way
to remove this curse. A successful save versus Magic negates Eternal
Torment.

Eyebite

Witch
Level 6

Duration:
1 Round/3 levels

Range:
30'

This
spell allows the caster to use the Evil Eye to target a single
creature, whose Hit Dice total less than the caster's, per round with
and effect determined at random. Roll 1d5:

Target
is sickened for 1d4 turns. During this time the creature cannot
both move and take an action in the same round. All movement is
halved and running is impossible. Dex bonuses to armor class are
also lost during this period.

Target
takes 1d6 damage per round for 1d4 rounds as they begin to vomit
some sharp implement (nails, pins, glass etc.) For the duration the
affected creature cannot act.

Target
is comatose as if affected by Sleep even if it's Hit Die
total would normally make it immune to the spell.

Target
is affected as if by Cause Fear

Target
is poisoned. The exact effects of the poison are determined by the
Referee and may vary for every target affected this way.

A
successful save versus Magic negates this spell. A new save must be
made each time the caster targets the creature.

Lesser
Banishing Ritual of the Pentagram, The

Magic-user
Level 2, Witch Level 1

Duration:
3 Turns/level max 60 Turns

Range:
0

By
means of this ritual the caster enters into a state of clarity,
attunement to and protection from magic. The caster calls upon the
power of the sign of the Cross (not necessarily the Christian version
but possibly, again dependent upon tradition,) the Names of God, the
Guardian Spirits of the four directions (typically in the guise of
Archangels) and the sign of the pentagram to accomplish their task.
When the rite is complete, it will put the caster in a slightly
altered state, in which they are prepared to work ritually. The
benefits of this spell are a +1 bonus to any rolls made in
accomplishing any goal via ritual magic, a +1 bonus to save versus
Magic and the ability of the caster to judge the direction and source
of any magical attack made upon the caster (including sympathetic
magic up to twenty miles away. This judgment is made based upon a
successful wisdom check any time a spell is cast upon someone under
the effects of the Lesser Banishing Ritual of the Pentagram. This
ritual takes 10 uninterrupted turns to cast and requires the use of
the Arthame of Wand of Arte dependent upon the particular tradition
and training of the caster.

Middle
Pillar Ritual, The

Magic-user
Level 3, Witch Level 2

Duration:
1 Turn/level max 30 Turns

Range:
0

This
ritual is used by the caster to bring mystical light into their
person, causing a sense of clarity and empowerment. Due to the
mystical and holy empowerment (or the hallucination of such a thing,
dependent upon whom one asks) the user gains “false” temporary
Hit Points. This empowerment comes in the form of 1d6 temporary HP
for every three levels the caster has. The maximum amount of HP that
can be gained in this way is 5d6. These temporary HP are depleted
before the caster takes any real damage for the duration of the
spell. Additionally the caster gains a +1 bonus to saving throws for
the duration as well. This ritual takes 10 uninterrupted turns to
perform turns to perform.

Nightmare

Magic-user
Level 5, Witch Level 5

Duration:
Instantaneous

Range:
Per Sympathetic Magic Skill

This
spell is only usable if casting it utilizing a successful Sympathetic
Magic ritual. The caster visits terrifying nightmares upon the
victim of this spell. The victim of a Nightmare spell fails
to get proper rest, regardless of whether or not the nightmares are
slept through or not. The following day the victim will suffer a -2
to any rolls made. If the victim is a spell caster they will also be
unable to gain any new spells for the day. This spell may be used
again and again on subsequent castings. Each additional casting adds
an extra -2 to the victim's rolls for the following day, thus if such
spells were successfully cast for 5 days the total penalty taken due
to the victim's fatigue would be a -10. At the Referee's discretion
a given amount of successful castings of this spell may drive the
victim to temporary or permanent madness. A recommended time frame
for loss of sanity might be the successful casting of this spell for
an entire cycle of the moon. This spell only effects creature that
normally require sleep. A successful save versus Magic negates this
spell.

Pain

Witch
Level 2

Duration:
1 Round/level

Range:
50'

The
caster of this spell causes the target to have vivid hallucinations
of a physical pain so tremendous that it is effectively stunned and
unable to take any action, even defending itself as it writhes in
agony on the ground. All attacks made upon the victim are at +2 and
all saves made by the victim are at a -2 penalty. Additionally if
the target had a DEX bonus to AC this is lost for the duration. For
every three Rounds that a target is effected by Pain it psycho
semantically causes 1d6 points of real damage to itself. A
successful save versus Magic negates the effects of this spell.